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Devblog 25



Music with Trev:

Coming really soon, no seriously.

Programming with Sahand:


Sahand has made a few more integrations in the engine. They might seem small but they’re significant ones. I think most people prefer to watch things rather than read them so I’ll just let this animated gif speak for itself.



Behind the scenes:



This time around I'd like to introduce Goulven, who's in charge of the level designs.

He took a bit of his time to write the following little paragraph:
How do you work on the levels for Super Toaster Guy?

Hi !
I'm Goulven, (Nev on Internet) the Level Designer of Super Toaster Guy.

I work on STG between doing my homework, it allows me to take a break and think about other things while remaining in a state of work.

My workplace is covered with empty cans of soft drink and remains of food.

I like to listen soundtracks of video games for the Sega Genesis as well as songs from soundtracks (Sucker Punch, Scott Pilgrim, Tron) as well as the STG theme.

Also I have a sort of "secret book" where I write what I learned on the level / game design with examples. It is really chaotic but I'm very proud of it.

To start a level design, I firstly makes a small sketch where I note the different routes and where I specify what I want to do for each screen (example: Screen Outside tutorial, Screen puzzles pipes, Screen boss ... etc.)

Secondly I make a lot of sketches of the same screen to find a idea and a form that suits me.

Then I work on a more detailed sketch by imagining it being played, with my book and a gamepad next to me, I always think about controls that the player will have to do.

The most important point is produce a finished level design (several screen with a beginning and an end) and send it to Zizka.

With feedbacks and ideas from TIG and Oniromancie Forums (French Forum) then I can imagine new screen and correct the ones I've already done.

And so, with time, the level design is more and more precise and rich.

The next step will be starting to make prototypes of his levels on GameMaker so that they can be truly tested.
This step will show design errors and be a big step towards the first public demo.

Stay tuned about our game.
See you soon.